Sunday, January 27, 2013

Havoc in Heaven and 1001 Nights Available on Youtube

Havoc in Heaven
http://www.youtube.com/playlist?list=PLZs0gQed9tMSuClzPPM7AxR5eOs0kZ5ks

1001 Nights
http://www.youtube.com/playlist?list=PLZs0gQed9tMQBW1sZ4zC4iecr9K0HtElX

I found two classic animated films from the 60's on YouTube, the Wan brothers classic Havoc in Heaven and the other, a film for people under eighteen to avoid, the Mushi Pro film 1001 Nights. These links don't work unfortunately, so you'll have to copy the URL. This new version of blogger is a nuisance.

Friday, March 2, 2012

Of Stars and Men on YouTube

Here is my personal favorite of the Hubley films. It's the most ethereal and explores the relationship of human beings to the universe. It's an educational film, but don't let that stop you from enjoying it. Click on the YouTube button to reach the other parts. Thanks to liquidnature13 for the upload.

Thursday, January 19, 2012

Evolution of Soviet Sports Cartoons

Russian sports cartoons seem to be intermittent for a while. The first, A Calm Forest Meadow, is in a very Disney-like mold, like a Silly Symphony in its forest setting and initially meandering pace before it goes into a happenstance sports game between rabbits and unsuspecting bears. The second, The Champion, is about a skiing race with an amateur dog who practices and ends up in a race with other youngster-like animals and a cocky wolf. Again, there's quite a bit of pre-action, still much like a Western cartoon, even if there's not a Western sports cartoon with such a focused plot. The third, Who is the First?, involves four young bicyclists who race through a forest, more event focused than the earlier cartoons, though the race meanders quite a bit. It's a more focused race.

Skip ahead five years after that, and there's Unusual Match where soft toys play against professional rugby wooden figurines. This one focuses on the home team aspect and in its longer time, about 20 minutes, shows how the participants practice and prepare for the game. In the sequel, the game is water polo. Both of these shorts show sophisticated competition, the first more than the second. In dramatic play and style, I think these show many strengths over co-director Boris Dezhkin's later solo films.

The skiing film isn't really a sports cartoon, it just has prototypes to the characters in Shaybu! Shaybu!, the next hockey film. Shaybu! Shaybu! is a hockey cartoon. It's about two teams, both human players this time, a blue home team and a red visiting team of pushy horseplayers, Dezhkin's usual formula. The main character is the person who apparently tends the rink where the game is played. It's an atmospheric trip through the game, the pre-game, the reactions of the crowd, and a comic while tense version of the game itself.

From what I can tell, few of the characters have any identities beyond what's shown on screen, most of them appearing to be nameless. There's the generic forest animals in the early cartoons. After that, it's dolls and then people with no names. There's nameless major characters in US sports cartoons as well, but they seem to flow in reverse, nameless knockoffs of well known characters. This happens frequently in Goofy cartoons.
















Does seeing these give you any ideas for future sports animations? I'd like to see some rocket races to Mars, or any number of things so long as they're good with real, dynamic competition.

Friday, December 30, 2011

Two Unsubtitled Hungarian Films on Youtube

Habfurdo(Foam Bath) and Dalias Idok(Heroic Times) are now on YouTube, though unfortunately without subtitles. This should delight Hungarian speakers and for non-speakers, it will wetten your appetite.



Click on Youtube for more parts.


Sunday, December 11, 2011

Cartoon Faces

I'm going to describe a couple of cartoon faces for human and anthropomorphic characters.

Black Dot Face

Character has black dot pupirises. These change into other graphic shapes to represent shifted eyes, or they may appear within outlined eyes. The thin eyebrow lines may also indicate the eyes or the brow due to the lack of actual mass.

Early Mickey Mouse, like many Disney characters has an especially tricky one. He has dot eyes, outlined eyes, and a blackened hair-like brow that suggests eyes by creating negative space. When eyes are used, they may also include optional eyelids. Sometimes there's even an outline close to the brow on the upper part. This joker outline allows for the perceptions of the eyes to be widened without drawing the full eyes, taking up too much room on the face. Additional features may be added for effect, like eyelashes or defined lips.



This fades out as the eyes become set. The fleshy cartoon skin obsoletes the purpose of shifty graphic brows. Once the character's looks become set, they become more specific, concrete things rather than amalgamations of shifting parts. They become locked in more and more to specific shapes. Then we see solid forms with fluidity.

This clever face gets replaced by the noodlebean cartoon face. There's fully defined features, with some cartoon obsoletions. The eyes are set, the cartoon skin is loose in order to put it into the right shape. The brow(generalizing here) is exaggerated, a fleshy thing, and it has taken the place of eyebrows and graphic brows. Eyebrows are now exaggerated merely as eyebrows and eyes as eyes. The new forehead brow will still make advancements over graphicized eyes for emotional effect.



The only other formula I can think of is in anime. There's a generic set of facial features which transcend a lot of designs. I'll focus on one variant that seems especially popular at Ghibli.

The lipped mouth and nose are only fully shown in side views. They're otherwise graphicized, the mouth as a line and the nose only partially shown in line. A thick line on the top of the eye suggests the top of the eye cavity, and the pupirises/pupils-in-irises are vertically stretched into ovals. The graphicized features again allow for additions to be made while keeping the characters relatable by not showing certain less appealing, commonly shared traits. Features are sometimes drawn especially vaguely in further views.



These all take on the idea of adding facial details from a standard template that has less detail than a real person's face. Perhaps soon this will flip towards starting with all the normal features and then removing them for effect. This would be much easier to do with computer animation. In animation, there's always the possibility of getting rid of people in favor of transhumanoids who look different. Those poor suckers in live action might have to put up with the boredom of real people, but that's not true in animation. I'm rather perplexed as to why most animated films aren't set on other planets with creatures that have their own unique systems of communication or in the fourth dimension. When you sit down and think about it, they would be if animation explored its possibilities.

Tuesday, July 19, 2011

Banya (Bath) 1962

I discovered a raw torrent for a Soviet stop motion film from 1962. It's directed by Anatoliy Karanovich and Sergei Yutkevich. It's the sort of enveloping satire you've come to expect from the USSR, beauracrats, stagnancy and ignorance. Broad characters on a very social theme with nationalistic overtones. That's the description on Animator.ru. I can't comment on it too much, not knowing the language. I'd downloaded the first part to see what the film was like.

http://www.gervic.ru/exussr/17368-banya-1962-tvrip.html
There's the link. I wasn't able to rip the photo I wanted off the web. I'll have to do that tomorrow.

Friday, July 15, 2011

realism analysis

It seems that with visually realistic animation, there's two high points. There's the technical high point and the creative high point, which usually comes after the technical high point. Looking at anime, I'm beginning to realize that there's a certain point where realism began getting overrun. There hasn't been any progress in reality for reality's sake visuals after Jin Roh. I'm going to mention directors here, keeping in mind that they're not the only source of inspiration in a work.

Some filmmakers seem to have found their niche with a more realistic style, like Mamoru Oshii, Otomo, and Anatoly Petrov. Petrov started with all sorts of other styles but really found his niche in realism. Oshii was an even rarer case, because for all the films where he had enough creative input, he ended up being realist throughout.

Petrov did some short films in other styles, one in a Picasso-like style, one in a dry children's cartoon style, and one that has cartoony characters in front of realistic backgrounds. He just seemed to lose interest in styles like those and continued towards reality until he peaked with Hercules Visits Admetus and kept going after that with more artistic styles.

For nearly everyone else, however, reality's more of a stopping point. Tarasov, Miyazaki, and it seems even Kon with his ill fated death, seem to have reality more in mind as a stopping point. Kon seems influenced by Otomo, who, while on the surface is a grand realist, has some clear cartoony impulses which escape in his robot carnival segments and his segment of Memories. Tarasov starts out in simpler cartoony styles, spends a large portion of his career in realism with much of his cartoony impulses intact, then works on a very cartoony film, Underwater Berets where he's one of numerous directors.

Miyazaki is a very complex character with his long career in the industry. He starts out between stale proto-realism and cartoony characters, brings out the stale realism directorially in Nausicaa, and then refines that to some degree while putting cartoony traits over the rest of the characters. That's probably too general of a statement, as you can see that Miyazaki has a way of going back and forth in complex ways with a general forward progression. With Ponyo he goes towards an especially cartoony aesthetic where he abandons most of the more realistic characters.

Ohira's an interesting case. He's spent most of his career in the animation department, but from time to time he directs a work and he's a bombshell who'll try absolutely anything. He's directed what's arguably the most visually successful realistic work, Hakkenden 10, and he's also directed Wanwa the Doggy from Genius Party Beyond, which is the polar opposite but seems to spring from the same creative well.

When you look at the US, you see that there's a point where there has ceased to be any success. I've opted not to show many gut wrenchingly awful saturday morning cartoons which are positively disgusting in every way possible. Nobody's really surpassed the Disney realism in the mainstream. I didn't show Tangled because it seems like a 3D pastiche on hand drawn films. Paul Fierlinger's work is probably the biggest progression. Plympton's no realist, not by a long shot, but he does have an illustrative style and he's absorbed enough of human anatomy to be on the margins of it. If you see some animation he did for a Shay's Rebellion segment on the History Channel, you'll see how close he can get to an artistic, non-comedic style.

Here's the point which I think animators ought to be able to reach: Every animator ought to be able to animate a proto-realistic person. Starting with the idea of joint complexity, I think that every animator should be able to draw out people with a bone complexity that allows them to animate a character to the degree that the character can be somewhat analogous to the real thing with unique observations.

This doesn't mean that they'll learn every small bone in the ear necessarily, but I think that everybody ought to be able to create a character with the following traits in mind: specific form for each part of the body drawn(each finger is different and sides are not symmetrical), adequately full torso movement, hands with 4 distinct three level fingers and one two level thumb on each hand, eyes with four layers of complexity(depending on if it's visible), varying abstraction on complex features like hair and rows of teeth, and so on. I don't expect that many animators could manage full, active control over a realistic number of facial muscles at any point in time. There wouldn't be any sort of realistic pacing, because it's too complex to pull off all the subtle nuances, but so long as you give features enough usage that the viewer doesn't get the impression that character's incapable of certain things, and draw/animate the character well, it'll look fine. This is about the competence level that seems to have been reached in 101 Dalmatians, and one can notice that with an adjustment to the eyes, the adjustment is intuitive.

This criteria I think should hold for just about any animal. I don't mean that people and animals should all or even primarily be animated this particular way, but I think it's important to have a high but achievable standard to work towards. This particular standard is set at the point where you'll understand the basics of what you're drawing, but aren't too caught up in the details to explore other alternatives. From this point you can exploit the fundamental anatomy to make your own characters and don't have to get bogged down with all the small flawed details of real people and creatures.

Outside of characters, there's a number of basic standards to meet, standards that cannot necessarily be met all at once. One is the realism of continuous change, rivers where the water's always flowing, and never exactly the way it was the moment before, trees blowing in continually varying wind. Cinematography imposes its own standards, one standard being shading in place of outlined drawings, as an outline cannot adequately represent all sorts of forms within the context of a single still. Fully immersive environmental sounds haven't been used enough. I've found very few animated shorts that are fully carried by sound effects.

One thing that bugs me about animation is that the tendency is to simplify reality. I think more people ought to strive for precisely the opposite. There are many ways to go simpler than real things. There's only one way I know of to outcomplicate reality, and that is by observing forms and overdoing them to find where reality falls short. The former seems to be an exercise in abstraction and oversimplification, the latter a manner of attaching your imagery to something real in order to ensure that it's more complex than the real thing. It has to be a recognizable shape or it won't work.

Animation's long had the infamy of adopting artistic philosophies in whatever order's easiest. But I don't mind this. The truth is that animation is evolving as a format at a rate no faster than any previous artform and that many have become fed up with the inability to make quick progress in the course of their lifetime. If animation creators wish to expand their creativity the way sculptors did in the time of the Greeks, they'll have to wait a long time as well. Hercules Visits Admetus had a ways to go, yet. The only motion shots were straight paths.

From there you could branch into motion shown from any number of paths. Then you could progress towards casual motion of different speeds and end up eliminating the feeling of still paintings altogether. But this still wouldn't take care of the still photography feeling, there'd have to be a progression towards more subtle motions within the frame first.

I'd intended to type in a few more things, but like usual this post isn't being saved by Blogger.